
Sound Designer | Narrative Audio
Audio Direction
Overview
I work in game and interactive audio, with a focus on narrative clarity, character-driven sound, and sound design that supports gameplay systems. My background spans lead and director-level audio roles, with most of my hands-on work centered in DAW-based sound design, voice direction, and shaping the overall audio vision of a project.
Areas of Focus
• Narrative and character-driven sound design
• DAW-based sound creation and editorial
• Voice direction and performance shaping
• Gameplay feedback and system clarity
• UI and UX audio
• Audio quality standards and review
Tools and Workflow
My workflow is centered on DAW-based design and close collaboration with implementation. I am used to working in environments where iteration, review, and cross-disciplinary communication are part of the daily process.Tools I regularly work with include:
• Reaper
• Pro Tools
• Wwise
• FMOD
• Soothe 2
• Soundminer
• iZotope Suite
• Soundtoys
• Fabfilter
• Krotos Weaponiser
• ROLI Equator 2
• LKC Render Blocks
Contact
For work inquiries, references, or additional information, please use the contact details provided below or reach out via LinkedIn.
Overview
The following reels are focused sound redesigns built to explore how audio functions across different genres and interaction styles. Each piece emphasizes clarity, hierarchy, and decision-making in context.
Cinematic QTE
Final Fantasy VII: Rebirth
A cinematic sound redesign focused on continuity, physical impact, and character exertion during a single quick-time sequence. Voice is used sparingly and treated as part of the physical action rather than as narrative exposition.
FPS
Titanfall 2
This redesign focuses on first-person movement, environmental interaction, and scale transition. Gameplay voice is layered to reflect hierarchy and proximity across pilot, Titan, and NPC perspectives, with an emphasis on readability under dense systems.
Anime
Cowboy Bebop
A stylized action redesign centered on Foley, timing, and motion clarity. Short lines of dialogue are used as rhythmic punctuation, supporting the physicality of the Spike and Asimov fight without driving the scene.
SRPG
Fire Emblem: Three Houses
A systems-driven redesign focused on tactical readability. This reel explores UI feedback, combat clarity, support actions, and restrained voice integration within layered turn-based gameplay.
JRPG
Persona 5 Royal
A stylized gameplay redesign emphasizing rhythm, UI timing, and musical phrasing. Sound design is driven by cadence and interaction flow rather than dialogue, allowing systems and animation to carry moment-to-moment feedback.
Platformer
Hollow Knight
A gameplay-focused redesign centered on player movement, timing, and combat feel. This reel emphasizes restraint, silence, and precision to support platforming clarity and enemy readability.
Selected Projects
This page highlights a small selection of shipped and collaborative projects. Due to NDA and confidentiality requirements, much of my professional work cannot be shown publicly in full. The examples here represent what I am able to share, along with references who can speak to my role and contributions.
Gravastar
Indie sci-fi fantasy JRPG
(In Development)
Sound design for an in-development indie JRPG developed by Studio Atma. Gravastar combines a story-driven JRPG structure with a fast-paced, conditional turn-based combat system that incorporates real-time button-combo inputs.My work focuses on supporting this hybrid design through clear combat feedback, responsive action cues, and tonal consistency across exploration, combat, and UI. Particular care is given to readability during rapid player input and maintaining a cohesive sci-fi fantasy tone within a nostalgic JRPG framework.
DC DUAL FORCE
Digital Collectible
Card Game
Sound design for a digital collectible card game built around turn-based combat and character-driven abilities within an established fictional universe. The video above focuses entirely on in-game character emotes, highlighting short-form performance, timing, and expressive UI feedback within a systems-heavy, menu-forward structure.Particular care is taken to maintain audio clarity while respecting established character identity, tonal expectations, and in-universe lore, ensuring each emote supports gameplay readability while remaining consistent with the broader narrative framework.
Studios
&
Collaborations
In addition to the projects listed above, I have worked with the following studios and teams across game audio, voice production, and interactive media. Logos are shown for identification and context.
Studio Atma

Sound design and audio collaboration on narrative-driven interactive projects, contributing to worldbuilding, combat readability, and tonal cohesion, including ongoing work on Gravastar.
CCG Lab

Game audio and sound design for systems-driven, card-based gameplay, including UI feedback, character emotes, combat resolution, and audio direction within established IP frameworks.
Pepsqually VO

Sound design and audio engineering for voiceover-driven projects, including soundscapes, voice sculpting, and performance support.
Red Line Studios

Audio engineering and sound design for film, television, and advertising projects, with a focus on dialogue clarity, mix translation, and broadcast-ready delivery.
References
Available On Request
Please reach out if you would like to discuss past roles, responsibilities, or collaboration details in more depth.